Base Class: Monk
Elemental Attunement
Beginning when you choose this path at 3rd level, you gain the ability to manipulate an element. As a bonus action on your turn, you can create one of the following effects depending of the element you chose to atune to: Fire, Water, Earth, Wind or Lightning.
- (Any Attunement)You create a harmless sensory effect using the elements around you, such as a puff of air, a shower of sparks, a spray of mist or a rumbling of stone.
- (Fire) You instantaneously light or snuff a candle, torch or other small fire (such as a campfire).
- (Water) Freeze up to one pound of nonliving material for up to one hour.
- (Earth) Cause earth to move and/or shape itself into a crude form you designate for up to one minute.
- (Air) Blow a small gust of air that can push small objects up to 10 feet.
- (Lighning) Create small lightning that curl around your finger to generate dim light up to 10 feet
Disciple of the Elements
When you choose this tradition at 3rd level, you pick one of the four elements to focus your training around. You pick either Fire, Water, Earth, Wind or Lightning as your focus and gain the features for that element.
Disciple of Air
You're elemental training specializes in controlling air, allowing you to cast the following spells and use the following features by spending ki points.
Way of the Winds. Starting when you choose this tradition at 3rd level. You can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast gust of wind or feather fall without providing material components. Additionally, you gain the gust cantrip if you don't already know it.
High Wind Stance. Your control of the winds makes your incredibly agile and difficult to hit. Your jumping height and distance is tripled, and you can use your Patient Defense feature without spending a ki point.
Fists of Unbroken Air. You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and is not pushed or knocked prone.
Disciple of Earth
You're elemental training specializes in controlling earth. You gain the following benefits:
Shifting Stone. As an action, you can spend 1 ki point and choose an area of earth no larger than 30 feet on a side within 120 feet of you. You can reshape earth in the area in any manner you choose. You can raise or lower the earth's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square's elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can't shape the earth to trap or injure a creature in the area. A wall or pillar you make with this ability has an AC 15 and 20 hit points. Reducing a wall or pillar to 0 hit points destroys it.
Enduring Mountain Stance. When you use your Patient Defense feature, you cannot be moved, pushed, or knocked prone against your will until the start of your next turn, even if magically compelled to do so. You must be standing on the ground to benefit from this feature
Hammer of the Dao. You use your control of earth to hurl a large stone or rock at your foes. As an action, you can spend 2 ki point and choose a creature within 60 feet of you. That creature must then make a Strength saving throw. On a failed save, they take 3d10 bludgeoning damage, plus 1d10 for every extra ki point you spend, and are knocked prone. The creature takes half damage and is not knocked prone on a successful save.
Disciple of Fire
You're elemental training specializes in controlling flames. You gain the following benefits:
Hatchlings Flame. You can use an action to generate a flickering flame that emits bright light in a radius of 10 feet and dim light for an additional 10 feet that lasts for 10 minutes, until you dismiss it as an action. You can also hurl the flame at a creature as a ranged spell attack with a range of 30 feet, though doing so will also end this feature. On a hit, the target takes 1d8 fire damage.
Fangs of the Fire Snake. Whenever you use the Attack action on your turn, you can choose to have tendrils of flame stretch out from your fists and feet to strike at your foes. When you do so, your reach with your unarmed strikes increases by 10 feet and deals fire damage instead of bludgeoning damage. Additionally, if you spend 1 ki point when the attack hits, the attack also deals an extra 1d10 fire damage.
Disciple of Water
You have learned to extend your ki into water around you to manipulate it. You gain the following benefits:
Shape the Flowing River. You learn to focus your ki, allowing you some basic control over water. As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square's elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can't shape the ice to trap or injure a creature in the area.
Water Whip. You learn how to strike at your foes with a whip of water from afar and how to shove and pulls foes off balance. You can spend 2 ki point as an action to target creature that you can see that is within 30 feet of you. The creature must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 for every additional ki point spent, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone.
Disciple of Lightning
You have learnt to manifest your ki into electrical energy. You gain the following benefits:
Lightning Sense. You can use your Patient Defense without spending ki points, when an attack misses, you can move 5 feet without causing opportunity attacks.
Lightning Touch. You can spend 1 ki point to cast Lightning Lure.
Thunder Smash. You learn how to hasnest the power of thunder. You can spend 2 ki points to generate a thunderous pulse of energy centered in you. All creatures in a radious of 15 feet have to make a CON Saving Throw. On a Failed save, a creature takes 2d10 of thunder damage and is knocked prone. On a succesful save, the creature takes half the damage.
You unlock new features of each Elemental Attunement when you reach 6th, 11th and 17th level in this class.






